The Raw, No-Bullshit Guide to Indie Game Development Tips: Avoiding the Five Biggest Mistakes Beginners Make

Published on:

5. 1. Overambition: Don’t Build an MMO on Day One

New developers often confuse passion with feasibility. Tackling a sprawling scope without an MVP is the single most common mistake new game developers make — and it’s where most projects stall.

Start by defining the smallest playable loop that proves your core idea. A tight checklist helps: one clear mechanic, one win/lose condition, and one short session length.

Ship that. Iterate.

Scope creep isn’t a moral failing; it’s a planning problem. Breaking features into vertical slices keeps motivation high and bugs manageable, and it makes milestones actually mean something.

( (Source)

ABSTRACT GEOMETRIC In a crisp field of translucent prisms and soft gradients, a single glowing seed sits on a pedestal carved from intersecting wedges, representing the smallest playable loop: MVP. Behind it, a towering arch is carved into vertical slices, each panel a plan fragment that refracts into the distance, illustrating scope creep as a planning problem. A tattered banner hangs across the arch bearing the exact heading "1. Overambition: Don’t Build an MMO on Day One". A tiny orbit of icons—a single mechanic, a narrow win/lose gauge, and a clock ticking a short session—circles the seed, hinting at iteration and measurable milestones. "1. Overambition: Don’t Build an MMO on Day One" "one clear mechanic, one win/lose condition, and one short session length" Ultra HD, 4K

4. 2. Ignoring Playtesting: The Silent Project Killer

Assuming players will “get it” is a rookie move. Playtesting reveals design blind spots faster than any forum thread.

New developers should set a cadence: prototype — test — adjust, repeat. Get strangers to play; friends are useful, but strangers expose actual UX problems.

Record sessions, ask five focused questions, and watch where people hesitate. Even a ten-minute, five-player test will blow up false assumptions and save months of rework.

Treat feedback as a tool, not an attack. Use bug reports and behavioral notes to prioritize fixes that improve clarity and fun, not just aesthetics.

( (Source)

NOIR In a rain-soaked alley, a lone developer hunches over a crumpled blueprint, tracing a tiny loop labeled MVP as neon reflections skate along slick cobbles. A flickering streetlamp casts long shadows of five strangers gathered around a battered table, their faces lit by phone screens and a chalkboard that writes the cadence: prototype — test — adjust, repeat. Above, a moody sign bears the heading "2. Ignoring Playtesting: The Silent Project Killer" in a lingering neon glow, reminding that blind faith in players is the quiet killer of progress. "2. Ignoring Playtesting: The Silent Project Killer" "prototype — test — adjust, repeat" "Even a ten-minute, five-player test will blow up false assumptions" Ultra HD, 4K

3. 3. Polishing Everything Instead of the Fun Core

It’s tempting to spend weeks on art, animations, and sound because they feel satisfying. But polishing peripheral stuff before your core mechanic is fun is putting lipstick on a concept.

The correct order is prototype the core mechanic until it’s compelling, then layer visuals and polish. Think of it like baking: proof the dough (mechanics) before you decorate the cake (art).

Save polish for milestones and use placeholder assets to iterate fast. This approach accelerates learning and prevents sunk-cost fallacy from killing otherwise good ideas.

Keep a “fun-first” audit: if a change doesn’t make the core loop more engaging, deprioritize it. ( (Source)

HAND-DRAWN SKETCH A pencil-scrawled kitchen desk: at the center a dough ball labeled CORE MECHANIC rests on a wooden board, while a sparsely iced cake sits nearby as a visual symbol of polish. A sign overhead, in loose handwritten letters, reads the heading "3. Polishing Everything Instead of the Fun Core." Sticky notes orbit the scene with the exact prompts: "proof the dough (mechanics) before you decorate the cake (art)" and "Keep a 'fun-first' audit: if a change doesn’t make the core loop more engaging, deprioritize it." Placeholder assets and a ticking timer hint at quick iterations that keep the core first, with art waiting its turn. "3. Polishing Everything Instead of the Fun Core" "proof the dough (mechanics) before you decorate the cake (art)" "Keep a 'fun-first' audit: if a change doesn’t make the core loop more engaging, deprioritize it." "Save polish for milestones and use placeholder assets to iterate fast." "prototype the core mechanic until it’s compelling" Ultra HD, 4K

2. 4. Tool Paralysis and Bad Tech Choices (Yes, Unity Blunders Count)

Picking the wrong tools, or juggling too many, wastes momentum. Unity is approachable but not magic; misusing plugins, over-architecting systems, or copying patterns without understanding them causes long-term debt.

New developers should choose one engine, learn its idioms, and keep dependencies minimal. Avoid premature optimization — ship features before profiling.

Maintain a simple folder and component structure, document conventions, and make refactors deliberate. If a third-party package solves a clear problem, vet it for support and updates; if it’s experimental, treat it as temporary.

Smart tech choices reduce friction and keep creativity fluid. ( (Source)

MINIMALIST VECTOR On a stark, bright stage, a single, polished engine core sits centerstage on a slim pedestal, its geometry simplified to clean circles and lines. Behind it, a loose constellation of glimmering tools hangs in midair, tangled but dormant, as if waiting for the right single choice to spark motion. A slender sign arches above the scene bearing the heading "4. Tool Paralysis and Bad Tech Choices (Yes, Unity Blunders Count)" in a crisp sans serif. A few minimalist cards drift around the core, each bearing a exact instruction, guiding the eye toward choosing one engine, shipping features before profiling, and keeping dependencies minimal. "4. Tool Paralysis and Bad Tech Choices (Yes, Unity Blunders Count)" "Unity is approachable but not magic; misusing plugins, over-architecting systems, or copying patterns without understanding them causes long-term debt." "New developers should choose one engine, learn its idioms, and keep dependencies minimal." "Avoid premature optimization — ship features before profiling." "Maintain a simple folder and component structure, document conventions, and make refactors deliberate." "If a third-party package solves a clear problem, vet it for support and updates; if it’s experimental, treat it as temporary." "Smart tech choices reduce friction and keep creativity fluid." Ultra HD, 4K

1. 5. Neglecting Marketing & Community Until Launch

Games don’t launch into silence and become hits by miracle. Waiting until the end to build an audience is one of the most costly game development mistakes.

Start a devlog, tweet short clips, share prototypes with a small community, and capture emails from day one. Early fans become testers, evangelists, and morale boosters.

Even simple assets — a Steam page, a one-sheet, a few GIFs — make your work discoverable and force clarity about what you’re building. Marketing isn’t about hype; it’s about consistent communication and giving players a reason to care while you’re still fixing the hard stuff.

(Wrapping up: small, focused work beats grand plans stalled in a Trello purgatory. Avoid these five traps, use checklists, and treat feedback as a compass.

The next playable you ship will teach more than the last hundred hours of perfectionism ever could — so make it real, make it fun, and ship. 🚀 ( (Source)

NOIR In a rain-soaked alley, a flickering neon sign casts the heading “5. Neglecting Marketing & Community Until Launch” onto a damp brick wall. A tiny campfire of conversation bubbles crackles at the center, surrounded by strangers leaning in as lanterns shaped like devlogs, tweets, and emails dangle from the air. A weathered storefront window glows with a minimalist Steam page silhouette, suggesting discovery is a flame to tend from day one. "5. Neglecting Marketing & Community Until Launch" "Marketing isn’t about hype; it’s about consistent communication and giving players a reason to care while you’re still fixing the hard stuff." "Start a devlog, tweet short clips, share prototypes with a small community, and capture emails from day one." "Wrapping up: small, focused work beats grand plans stalled in a Trello purgatory" Ultra HD, 4K

Related